Getting Lines of Dialogue To Show Up Only At The Right Times
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Getting Lines of Dialogue To Show Up Only At The Right Times
I've been using Ren'Py for a little bit for the my current (as well as first VN project), and every now and then I run into some issues. A few I've already cleared up. One I'd like to mention though, is I'm having a bit of difficulty having the game's script flow the way I want it. I'll explain as best as I can. Anyways, a lot of VNs I've played, will have text that the player will go trough no matter what choices they've made. What I really don't know at the moment is how to make that work.
For example, the player enters one route and then there are lines of dialogue they must go through no matter what choices they've made. Next, there's getting only certain lines of dialogue to show up at later points, but only when certain choices are made. So pretty much what I'm saying is that I can't figure out a way to get certain lines of dialogue to show up only when I want it to, as well as have certain lines still be there and not disrupt the flow of whatever route the player may be on. I hope this makes sense.
For example, the player enters one route and then there are lines of dialogue they must go through no matter what choices they've made. Next, there's getting only certain lines of dialogue to show up at later points, but only when certain choices are made. So pretty much what I'm saying is that I can't figure out a way to get certain lines of dialogue to show up only when I want it to, as well as have certain lines still be there and not disrupt the flow of whatever route the player may be on. I hope this makes sense.
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Dollarluigi wrote:I've been using Ren'Py for a little bit for the my current (as well as first VN project), and every now and then I run into some issues. A few I've already cleared up. One I'd like to mention though, is I'm having a bit of difficulty having the game's script flow the way I want it. I'll explain as best as I can. Anyways, a lot of VNs I've played, will have text that the player will go trough no matter what choices they've made. What I really don't know at the moment is how to make that work.
For example, the player enters one route and then there are lines of dialogue they must go through no matter what choices they've made. Next, there's getting only certain lines of dialogue to show up at later points, but only when certain choices are made. So pretty much what I'm saying is that I can't figure out a way to get certain lines of dialogue to show up only when I want it to, as well as have certain lines still be there and not disrupt the flow of whatever route the player may be on. I hope this makes sense.
If you want text to only appear at certain times, you'd do something like this:
Code: Select all
label start:
## Show a background. This uses a placeholder by default, but you can add a
## file (named either "bg room.png" or "bg room.jpg") to the images
## directory to show it.
scene bg room
## This shows a character sprite. A placeholder is used, but you can replace
## it by adding a file named "eileen happy.png" to the images directory.
show eileen happy
## These display lines of dialogue.
"Hello, world."
"You've created a new Ren'Py game."
"Once you add a story, pictures, and music, you can release it to the world!"
if Lock1Unlocked == True and Lock2Unlocked == True and Lock3Unlocked == True:
e "You unlocked the super secret dialogue!"
"Blah, blah, blah."
## This ends the game.
return
The Old Guard is at His Limit. The time is near to usher in the New Guard.
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The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
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- Dollarluigi
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
So, what would I have to do to make Lock1Unlocked true or false?
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Dollarluigi wrote:So, what would I have to do to make Lock1Unlocked true or false?
That depends. I figure you want to get to the exclusive text through menu choices.
So I imagine you could do this:
Code: Select all
menu:
"Choice1":
$ ClareAffectionCount += 1
"Choice2":
$ HarunaAffectionCount += 1
if ClareAffection == 5:
$ Lock1Unlocked = True
elif HarunaAffection == 5:
$ Lock2Unlocked = True
The Old Guard is at His Limit. The time is near to usher in the New Guard.
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
- Dollarluigi
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
It's not working for me. I keep getting an error whenever I test the project.
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Dollarluigi wrote:It's not working for me. I keep getting an error whenever I test the project.
What's the error? And are you defining the variables before using them?
For example:
Code: Select all
default ClareAffectionCount = 0
Also, the error may or may not be because my if statement was supposed to be:
Code: Select all
if ClareAffectionCount == 5:
$ Lock1Unlocked = True
elif HarunaAffectionCount == 5:
$ Lock2Unlocked = True
Code: Select all
if ClareAffection == 5:
$ Lock1Unlocked = True
elif HarunaAffection == 5:
$ Lock2Unlocked = True
The Old Guard is at His Limit. The time is near to usher in the New Guard.
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
- Dollarluigi
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
The error is "if statement expects a non-empty block."
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Dollarluigi wrote:The error is "if statement expects a non-empty block."
The tabs are probably off then.
Under the if statement, the line has to be 4 spaces ahead.
It'll look like this:
Code: Select all
if ClareAffectionCount == 1:
$ Lock1Unlocked = True
The Old Guard is at His Limit. The time is near to usher in the New Guard.
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
- Dollarluigi
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Okay, I've got it to direct to that text, but I can't seem to get it to refrain from displaying that text when the opposite choice is chosen.
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- trooper6
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Show your code.
In between the [ code] and [ /code] tags...without the extra space. So we can see what you are doing.
In between the [ code] and [ /code] tags...without the extra space. So we can see what you are doing.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Dollarluigi wrote:Okay, I've got it to direct to that text, but I can't seem to get it to refrain from displaying that text when the opposite choice is chosen.
By "that" text you mean:
Code: Select all
if Lock1Unlocked == True and Lock2Unlocked == True and Lock3Unlocked == True:
e "You unlocked the super secret dialogue!"
Correct?
If it keeps showing "You unlocked the super secret dialogue!", then perhaps you defined all three locks as True instead of False?
And yes. I want to see the code too.
The Old Guard is at His Limit. The time is near to usher in the New Guard.
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
- Dollarluigi
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
I've actually only set two variables so far: Lock1Unlocked and FCount
Anyways, here's the code. The dialogue's been changed because I'm usually very secretive about my work.
Anyways, here's the code. The dialogue's been changed because I'm usually very secretive about my work.
Code: Select all
menu:
c "Dialogue"
"Option 1":
$ FCount += 1
jump choice1
"Option 2":
jump choice2
label choice1:
"Dialogue"
c "Dialogue"
jump fstart
label choice2:
c "Dialogue"
"Dialogue"
"Dialogue."
jump choice_end
label choice_end:
"Dialogue"
"Dialogue"
if FCount = 0:
$ Lock1Unlocked = False
jump notonfroute
if FCount == 1:
$ Lock1Unlocked = True
c "Dialogue"
"Dialogue"
f "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
c "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
c "Dialogue"
"Dialogue"
"Dialogue"
jump start
label notonfroute:
c "Dialogue"
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- NocturneLight
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
I can understand being secretive. We wouldn't want our next Grand Epic of a story to get leaked to the world before it's finished.
Right off the bat, I can tell you:
should be:
Do you still get an error after that?
Right off the bat, I can tell you:
Code: Select all
if FCount = 0:
$ Lock1Unlocked = False
jump notonfroute
Code: Select all
if FCount == 0:
$ Lock1Unlocked = False
jump notonfroute
The Old Guard is at His Limit. The time is near to usher in the New Guard.
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
The Great Horror is soon to be free.
Clarevine is the key.
"Unsound Minds: The Clarevine Epoch" is a yuri visual novel that shatters english visual novel norms and aims to blend Christianity and the Cthulhu Mythos to tell a deep and dark story that you'll enjoy. You can follow the Kickstarter here.
Stay sound and persist through the chaos,
NocturneLight
- trooper6
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
You indentation is not correct. You did not define your variables at the start of the game. You has a mistake in one of your if statements. It should look more like this:
But I still don't think this code it optimal. However, I can't really guess how to make it better without some sort of better idea what is going on here. You can make fake dialogue so that we can see what is supposed to be happening in terms of flow.
Code: Select all
# Declare characters used by this game.
define e = Character('Eileen', color="#c8ffc8")
default FCount = 0
# The game starts here.
label start:
c "Dialogue"
menu:
"Option 1":
$ FCount += 1
jump choice1
"Option 2":
jump choice2
label choice1:
"Dialogue"
c "Dialogue"
jump fstart
label choice2:
c "Dialogue"
"Dialogue"
"Dialogue."
jump choice_end
label choice_end:
"Dialogue"
"Dialogue"
if FCount == 0: #Note this is a douple == not a single =
$ Lock1Unlocked = False
jump notonfroute
else FCount == 1:
$ Lock1Unlocked = True
c "Dialogue"
"Dialogue"
f "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
c "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
f "Dialogue"
c "Dialogue"
c "Dialogue"
"Dialogue"
"Dialogue"
jump start
label notonfroute:
c "Dialogue"
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
- Dollarluigi
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Re: Getting Lines of Dialogue To Show Up Only At The Right T
Thanks. It works now.
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